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>> It is difficult to get the boundary right between code which can and cannot be dynamically loaded. This is the same issue with using embedded dynamic scripti
by jesse__ 4y ago
>> It is difficult to get the boundary right between code which can and cannot be dynamically loaded. This is the same issue with using embedded dynamic scripting languages like Lua or Python—how much of your application should be written in them?
> All of it.
Hard disagree. Games, which the OP works on, cannot be written in traditional scripting languages due to performance. Thus, games use ad-hoc methods of either segmenting non-critical paths off that can be written (and reloaded) in slow languages, or putting reloadable code in DLLs, which comes with a host of exceptions and special cases you have to keep in mind.
What he's proposing is basically writing a clever .o loader that allows you to ignore all of the above, write plain C or (presumably) C++ code, and have it automagically show up in your running process when you hit the compile button.
Sounds pretty compelling to me.